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Sion Build Guide by Kurtdenstore21

Sion Build | Challenger

Sion Build | Challenger

Updated on August 14, 2019
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League of Legends Build Guide Author Kurtdenstore21 Build Guide By Kurtdenstore21 53 2 68,027 Views 0 Comments
53 2 68,027 Views 0 Comments League of Legends Build Guide Author Kurtdenstore21 Sion Build Guide By Kurtdenstore21 Updated on August 14, 2019
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Tips
One of the most important things on Sion is farming. It's an easy and safe way to get items and carry the game. You can see more about wave management in the bottom of the guide^^

Other things that might help you climb:
Focus on your own mistakes not your teams mistakes
Don't use the chat, it will only distract you
If you die a lot then buy more pink wards to prevent ganks and look at the minimap more often to see if you can find the enemy jungler. If you see the enemy jungler botside, you can play aggressive without the risk of getting ganked.


HIGHLIGHTED VIDEO





Welcome to my Sion guide. You can use this build in almost every game, but you should also know there are other builds out there.

This is my twitch: https://www.twitch.tv/kurtdenstore21

This is my friend: https://www.twitch.tv/prizmsnipe

This is my Challenger accounts

This is my greatest winstreak of all time in ranked

This is 2 of my smurfs

Hope you have a great day!^^
PROS

+ Tanky.
+ Good at engaging TF.
+ Can avoid ganks with ultimate.
+ He got a lot of CC.
+ Can go toe to toe with range.
+ Good gank potential.

Sion is a really tanky, but that doesn't mean he can't deal DMG or he's boring to play, he can also deal with ganks beacuse of his ultimate that makes it possible for him to escape a really lost situation. And also engage with the same ultimate or catch people, which makes his ultimate really effective overall. He can go toe to toe with range champions because of his poke ability, and that makes Sion really powerful, because he's a melee champion and still have a good time against ranged champions. His CC which is Knockup and Slow can also be really effective, and may even turn the game in teamfights, compared to how they are used and who they hit. With his abilities, Sion's also really great at ganking.
CONS

- Relies on ultimate.
- Long CD.
- Easy to dodge his abilities.
- Bad sustain.
- If Sion gets behind in laning phase, then its hard to survive ganks.

If Sion don' t have ultimate he becomes really vulnerable because of how he have no escapability. He got a long cooldown reduction on abilities, so you would need to use your brain on when to use your abilities. Sion walks around like a big cookiemonster, well he's kinda easy to dodge in terms of his ability usage. If you poke him down on a longer lane phase, and his pots run out, he then will struggle with staying, because he got low sustainability. Also don't get behind as Sion, as you may become more or less usless for your team, and will have a difficult time, getting back on track.

SUMMONER SPELLS
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FLASH: I take flash because Sion don't have any escape if ganks appears (if ult is down), so it's really important to stick with that one summoner spell, as the main summoner spell. It's also really good in teamfights and in scenarios where someone wants to escape, and you want that last hit in, that kills him.
IGNITE: Some people take Ignite to have more pressure in lane, and you have way more kill potential. But I still pref TP, because its better lategame.
TELEPORT: We take TP because we don't have that much sustain, therefore it's important to be able to get back to spawn, to refill our pot and get back to lane fast. It's also really important to take objectives down in lategame, and that is easily done with TP. TP is overall the better for TOPLANE, if you want to gank botlane and perhaps even carry that game, then it's possible to TP bot and use ultimate to make that winning gank. Second option is, going back to spawn and then buy some stuff, and instead of going toplane, you use ultimate somewhere else and possible get some kills or avoid your teammates getting killed, and then you TP toplane - that way you won't miss waves as well.
Corrupting Potion: Sion don't have any healing abilities, so therefore going toplane, which is a long phase lane, you would really want to get this as your first item, and it also helps you being able to deal more dmg and it works great with TP, because of the refill and the overall outsutain of your opponent.

Core Items
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Ninja Tabi: These boots are great because they block dmg from basic attacks and we get more armor. The armor helps us with minion and tower dmg. I like these boots the most and would take them 95% of the time, however if they are full ap take Mercury's Treads instead.
Sunfire Cape: This item helps us shove the lane faster and it deals some extra dmg to the enemies close to us. The armor and health works perfect on sion, we live longer in 1v1s and in teamfights.
Adaptive Helm: At this time we have a good amount of armor, now we need some magic resistance. This item is great for midgame, the magic resistance helps us survive the fed midlaner in teamfights. The item provides some health which works well with the armor and magic resistance we have.
Gargoyle Stoneplate: This is the perfect item for teamfights, if 3 or more champions are nearby we get up to 80 armor and magic resistance. You can activate the item and increase your base and bonus health by 40% for 4 seconds. You should use this when you know you are going to take alot of dmg. When its active you deal less dmg.
Righteous Glory: This item is great for engages, you want to get in the quick and tank the dmg so your adc and midlaner can deal dmg without dying.
Warmog's Armor: At this time we already have plenty of armor and magic resistance, so the 800 health from this item is perfect. After this item you wont die. When you are low you should walk away from the fight and use the passive from Warmog's Armor, to get back to full health - you dont have to back after you got this item.
  • Live forever
  • Resolve: We take resolve because it works great on Sion. You heal and deal dmg with grasp, you take towers faster with demolish, you become more tanky with conditioning and overgrowth
  • Keystone
  • Grasp of the Undying: PASSIVE: Dealing or receiving damage within 2 seconds generates one stack every second. At 4 stacks, your next basic attack within 6 seconds, against an enemy champion deals 4% of your maximum health bonus magic damage, restores 2% of your maximum health, and permanently grants 5 bonus health. The empowered attack duration refreshes whenever dealing or receiving damage.
    On ranged champions, the effects are reduced by 40%, down to 2.4% of your maximum health, 1.2% of your maximum health, and 3 bonus health respectively.
  • Strength
  • Demolish: PASSIVE: You generate stacks on enemy structures within 600 units, up to 6 after 3 seconds. Your next attack versus a structure with 6 stacks deals 100 (+ 30% of your maximum health) bonus physical damage. Demolish will only go on cooldown upon triggering the damage.
  • Resistance
  • Conditioning: PASSIVE: After 10 minutes, gain 8 bonus armor and 8 bonus magic resistance and increases your total armor and magic resistance by 5%.
  • Vitality
  • Overgrowth: PASSIVE: Every 8 monsters or enemy minions that die near you permanently grants 3 bonus health.
    After gaining 15 stacks (120 monsters or minions), you gain an additional 2.5% maximum health.
  • Outwit mere Mortals
  • Inspiration: I take inspiration because free boots are awesome and you get more movement speed. The Time Warp Tonic works great with your Corrupting Potion. The potions last longer and you get movement speed while under the effect of your potion.

  • Contraption
  • Magical Footwear: PASSIVE: At 10 minutes (-30 seconds per Damage rating Takedown), you gain Slightly Magical Boots for Gold free. Slightly Magical Boots are identical and can be upgraded as if they were Boots of Speed. If the inventory is full while receiving the boots, they will appear as soon as a place in the inventory is freed.
    Additionally, your boots gain PASSIVE: 10 bonus movement speed.
    However, Boots of Speed are disabled and you cannot purchase tier-2 boots prior to obtaining Slightly Magical Boots.
  • Beyound
  • Time Warp Tonic: PASSIVE: Consuming a potion or biscuit grants 50% of its health immediately, and mana if applicable, but prevents that consumable from being used again until the effect ends. Health/mana per tick is then reduced by half for the effect's regular duration.
    In addition, you gain 5% bonus movement speed while under the effect of a potion or biscuit.
PASSIVE
ABILITY
Glory in Death (Passive): After being killed, Sion will reanimate with rapidly decaying Health. His attacks become very rapid, gain 100% Lifesteal and deal bonus damage equal to 10% of his target's maximum Health (max 75 to monsters).
All his abilities are replaced with Death Surge, which grants a burst of Movement Speed.

Q
Decimating Smash (Q): Sion charges a powerful swing in an area in front of himself that will deal damage to enemies when released. If he charges for enough time, enemies hit by the swing will also be knocked up and stunned.
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 30/50/70/90/110 (+60% Attack Damage) to 70/135/200/265/330 (+180% Attack Damage) physical damage to enemies hit (60% damage to minions) and briefly slows them. If Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

W
Soul Furnace (W): Sion shields himself and can reactivate after 3 seconds to deal Magic Damage to enemies nearby. When Sion kills enemies, he passively gains maximum Health.
Passive: Sion gains 4 maximum Health when he kills a unit (15 for champion kills, assists, large minions and large monsters).
Current Bonus: 10% of maximum Health Active: Sion shields himself for 30/55/80/105/130 (+40% Ability Power) (+0) (8/9/10/11/12% of maximum Health) for 6 seconds. After 3 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+40% Ability Power) plus 10/11/12/13/14% of the target's maximum Health as magic damage to nearby enemies. Max 400 bonus damage to minions and monsters.

E
Roar of the Slayer (E): Sion fires a short range shockwave that damages and slows and reduces the Armor of the first enemy hit. If the shockwave hits a minion or monster, it will be knocked back, damaging, slowing, and reducing the Armor of all enemies that it passes through.
Sion fires a shockwave, dealing 65/100/135/170/205 (+55% Ability Power) magic damage to the first enemy hit and knocking it back if it is not a champion (significantly increasing its range). Targets hit by the shockwave or the knocked back unit take the same damage and are slowed by 40/45/50/55/60% for 2.5 seconds and have their Armor reduced by 20% for 4 seconds.

R
Unstoppable Onslaught (R): Sion charges in a direction, ramping up speed over time. He can steer his charge slightly with the mouse cursor location. When he collides with an enemy he deals damage and knocks them up based on the distance he has charged.
Minion Control
I would recommend you to study this video because wave management/Minion Control is one of the most important skills in the game. If you master this you will climb!




SION THE UNDEAD JUGGERNAUT
"War is eternal... as am I." - Sion

A war hero from a bygone era, Sion was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied oblivion, he was resurrected to serve his empire even in death. His indiscriminate slaughter claimed all who stood in his way, regardless of allegiance, proving he no longer retained his former humanity. Even so, with crude armor bolted onto rotten flesh, Sion continues to charge into battle with reckless abandon, struggling to remember his true self between the swings of his mighty axe.

If you want to read the rest of Sions lore - https://universe.leagueoflegends.com/en_US/champion/sion/

Thanks for reading my guide, have a great day!
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League of Legends Build Guide Author Kurtdenstore21
Kurtdenstore21 Sion Guide
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